Thursday, August 10, 2017

How to be a Lizardfolk

So this is my attempt to do this, except with Lizardfolk because they are my favorite humanoid.

Roll up stats and chose a class. Whenever you level up you can spend one or more of your rolls on this chart.

01 Nothing! It ain't easy being a lizard....

02-11 +1 to hit

12-21 +1 to all saves

21-30 +1 damage

30-50 Your hide gets harder. +1 unarmored AC.

51-53 You get really good at climbing. Now you can now climb at normal speed
without restriction on what you can wear or wield. Also you take half
fall damage. Re-roll this result if you get it a second time.

54-56 Your scales sprout sharp spikes. Your non-weapon, non-spell attacks deal 1d4 extra damage and foes that hit you must save versus Breath Weapon to avoid your spikes or take the extra damage. Rolling this result again increases the damage to d6, then d8, and then d10. After that re-roll this result.

57-59 You gain an extra d6 hit points. If you roll this result again increase the hit points gained to d8, then d10, then d12, and finally d20.

60 Once per day you can transform into a crocodile for 1 turn (AC 14; HD 2; 1
Bite for 1d8 dmg). When you roll this result again you gain +1 to AC,
HD, or damage for your croc-form. After rolling this result three times you can spend
your +1 to add weird shit like flying wings or extra appendages.

61-63 Now you can consume the flesh of another creature to be imbued with the secrets of the flesh. Next time you encounter a creature of the same species as the one you devoured you'll learn their statistics (AC, HD, etc) and what they want, why they are here, etc. After that you lose all benefits. Rolling this result allows you to repeat the process again.

64-66 +1 Con. If your Con is already maxed out your size category increases by one increment. For example if you're Medium you are now Large. After a second size increase re-roll this result.

67-69Being struck in combat now has a chance of inducing a blood rage within you. Every time you're hit roll % and subtract the damage from the result. If it's 20% or less then you're officially in a blood rage. While blood-raged you can make a number of attack per round equal to your hit dice, dividing your to-hit bonus evenly, and you can move at running speed. Rolling this result again increases the chances by 5%.

70 The next time your party makes camp you can recount a tale passed down through your tribe from ancestors to ancestors. The people, places, and things featured in this tale are henceforth 100% factual and your GM must incorporate them into his or her setting.

71-73 Your Bite/Claw/Claw attack increases to 3d4 damage. Re-rolling this result increases the damage to 3d6 then 3d8. After that re-roll this result.

74-76 Your scales evolve to blend in with your surroundings. Once per day you can cast the invisibility spell on yourself for 1 turn. Re-rolling this result increases the duration by 1 turn.

77-79 You can shed your scales, effectively making a suit of armor with AC equal to your unarmored AC. Also if you have spikes, camouflage, or any other special abilities associated with your scales the suit gets those too. The shedding process takes a full day and your scales regrow after 1 week has passed. Re-rolling this result lets you do it again.

80 You can shed your tail to avoid one hit against you. It takes you 1 week to regenerate your lost tail. Re-roll this result if you get it a second time.

81-83 Your Bite attack is now imbued with your own naturally produced poisons. After a successful Bite attack your foe must make a Poison save or suffer the consequences. Re-roll this result if you get it a second time.

84-86 You can projectile launch steams of blood from your eyes like a horned toad at a cost of 6 hit points. Your foe must make a Poison save or be blinded (-6 to hit). Re-rolling this result gives your foes an additional -1 penalty to their save.

87-89 Your tail grows a club, giving you a bludgeoning attack for d6 damage. Whenever you hit with this Bludgeon attack your foe must make a Paralyze save or be knocked prone. Re-rolling this result increases the damage to d8 then d10. Afterwards re-roll this result.

90 You're really good at swimming. You can effectively hold your breath three times as long and swim as fast as you can walk/run. Re-roll this result if you get it a second time.

91-93 You're really good at running. You can move at running speed while being able to attack/interact normally. Additionally you can run over water for a distance equal to your walking speed before falling in if you get a 10 foot head start. Re-roll this result if you get it a second time.

94-96 Now you can regenerate lost limbs (arms, hands, legs, etc.) at a rate of 1 limb per week. If you have no lost limbs you regenerate 1 hit point every turn. Re-rolling this result increases the regeneration by 1 point.

97-99 Your jaw becomes larger and more alligator-like. Now whenever your hit with a Bite your for must make a Paralyze save or be pinned between your jaws. While in this state your foe takes a -2 to all actions except Poison and Magic saves and takes 1d4 crushing damage from your fierce grip every round. However your foe is allowed a save at the end of each round to escape your clutches. Re-rolling this result gives your foe an additional -1 penalty to their saves.

100 You enact the ancient Lizardfolk ritual of scale-inscribing. Through the use of an ink-mixture, your own blood, and a lot of drugs, you etch a rune into one of your scales giving it magical properties. In game terms you gain a random first level spell from a random spellcasting class that you can cast once per day. Re-rolling this result allows you to repeat the process.